bsnes v0.61 beta - 模擬器
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By Una
at 2010-03-07T22:54
at 2010-03-07T22:54
Table of Contents
http://www.byuu.org/
bsnes v061 beta released2010-03-07
Please keep in mind that bsnes v060 remains the current stable release. v061
has been released as a work-in-progress build. As such, it is only available
at Google Code.
I am releasing this WIP to allow the public to test out and comment on the
new XML mapping system, as well as the integration of mightymo′s cheat code
database into the cheat editor. I would greatly appreciate feedback on these
two on the forums.
There are some important issues with this release. The biggest is the move to
C++0x. This requires GCC 4.4.0 or newer to compile, thus it is not currently
possible to build this on OS X using Xcode. Nor would it be possible on
certain BSDs or older distros. If you have an older compiler, please stick
with v060, or use a binary release where available.
Another issue is that TDM/GCC 4.4.1 for Windows crashes with an internal
compiler error when attempting to generate a profile for the DSP-1 module.
This is a bug in the compiler, and not in the code itself. The workaround is
to simply omit profile-guided optimization for this one object.
Lastly, there′s also a known bug in the memory mapping. If you load an SA-1
game, SuperFX games will not load properly afterward unless you restart the
emulator. I′m looking into the cause now, but it didn′t seem serious enough
to hold up a WIP release.
So, yes. If you want a good gaming experience that′s been fully tested and
stable, please stick with v060. If you want to see some bleeding edge
features, I′d appreciate feedback on v061. Thanks for reading this.
Changelog:
* added mightymo′s cheat code database, access via "Find Cheat Codes" button
on cheat editor window
* added an option to temporarily disable all cheat codes quickly
* debugger now properly uses S-SMP IPLROM when needed for disassembling and
tracing
* indexed indirect read opcodes in the S-CPU were testing for IRQs one cycle
too early [someone42]
* fix an off-by-one array iteration in S-PPU OAM rendering [PiCiJi]
* added some implicit linked libraries to linker flags for Fedora [belegdol]
* moved from C++98 to C++0x, resulting in substantial code cleanups and
simplifications
* C++0x: implemented foreach() concept for linear container iteration
* C++0x: implemented concept system using SFINAE and type traits
* C++0x: utilized auto keyword to increase source readability
* C++0x: moved to strongly-typed enumerators
* C++0x: rewrote va_list-based code to use type-safe variadic templates
* C++0x: replaced noncopyable class with deleted default copy functions
* C++0x: replaced custom static_assert template class with built-in version
* C++0x: utilized rvalue references to implement move semantics into string,
array, vector and serialization classes
* C++0x: utilized std::initializer_list for { ... } initialization support to
lstring, array and vector classes
--
bsnes v061 beta released2010-03-07
Please keep in mind that bsnes v060 remains the current stable release. v061
has been released as a work-in-progress build. As such, it is only available
at Google Code.
I am releasing this WIP to allow the public to test out and comment on the
new XML mapping system, as well as the integration of mightymo′s cheat code
database into the cheat editor. I would greatly appreciate feedback on these
two on the forums.
There are some important issues with this release. The biggest is the move to
C++0x. This requires GCC 4.4.0 or newer to compile, thus it is not currently
possible to build this on OS X using Xcode. Nor would it be possible on
certain BSDs or older distros. If you have an older compiler, please stick
with v060, or use a binary release where available.
Another issue is that TDM/GCC 4.4.1 for Windows crashes with an internal
compiler error when attempting to generate a profile for the DSP-1 module.
This is a bug in the compiler, and not in the code itself. The workaround is
to simply omit profile-guided optimization for this one object.
Lastly, there′s also a known bug in the memory mapping. If you load an SA-1
game, SuperFX games will not load properly afterward unless you restart the
emulator. I′m looking into the cause now, but it didn′t seem serious enough
to hold up a WIP release.
So, yes. If you want a good gaming experience that′s been fully tested and
stable, please stick with v060. If you want to see some bleeding edge
features, I′d appreciate feedback on v061. Thanks for reading this.
Changelog:
* added mightymo′s cheat code database, access via "Find Cheat Codes" button
on cheat editor window
* added an option to temporarily disable all cheat codes quickly
* debugger now properly uses S-SMP IPLROM when needed for disassembling and
tracing
* indexed indirect read opcodes in the S-CPU were testing for IRQs one cycle
too early [someone42]
* fix an off-by-one array iteration in S-PPU OAM rendering [PiCiJi]
* added some implicit linked libraries to linker flags for Fedora [belegdol]
* moved from C++98 to C++0x, resulting in substantial code cleanups and
simplifications
* C++0x: implemented foreach() concept for linear container iteration
* C++0x: implemented concept system using SFINAE and type traits
* C++0x: utilized auto keyword to increase source readability
* C++0x: moved to strongly-typed enumerators
* C++0x: rewrote va_list-based code to use type-safe variadic templates
* C++0x: replaced noncopyable class with deleted default copy functions
* C++0x: replaced custom static_assert template class with built-in version
* C++0x: utilized rvalue references to implement move semantics into string,
array, vector and serialization classes
* C++0x: utilized std::initializer_list for { ... } initialization support to
lstring, array and vector classes
--
Tags:
模擬器
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